Version: 2020.1
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ComputeShader.SetTexture

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public void SetTexture(int kernelIndex, string name, Texture texture);
public void SetTexture(int kernelIndex, int nameID, Texture texture);
public void SetTexture(int kernelIndex, string name, Texture texture, int mipLevel);
public void SetTexture(int kernelIndex, int nameID, Texture texture, int mipLevel);
public void SetTexture(int kernelIndex, string name, RenderTexture texture, int mipLevel, Rendering.RenderTextureSubElement element);
public void SetTexture(int kernelIndex, int nameID, RenderTexture texture, int mipLevel, Rendering.RenderTextureSubElement element);

Parameters

kernelIndex For which kernel the texture is being set. See FindKernel.
nameID Property name ID, use Shader.PropertyToID to get it.
name Name of the buffer variable in shader code.
texture Texture to set.
mipLevel Optional mipmap level of the read-write texture.
element Optional parameter that specifies the type of data to set from the RenderTexture.

Description

Set a texture parameter.

This function can either set a regular texture that is read in the compute shader, or an output texture that is written into by the shader. For an output texture, it has to be a RenderTexture with random write flag enabled, see RenderTexture.enableRandomWrite.

Please note that the mipLevel parameter is ignored unless the shader specifies a read-write (unordered access) texture.

Buffers and textures are set per-kernel. Use FindKernel to find kernel index by function name.

By specifying a `RenderTextureSubElement`, you can indicate which type of data to set from the RenderTexture. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, and RenderTextureSubElement.Stencil.

See Also: FindKernel, See Also: SetFloat, SetFloats, SetInt, SetInts, SetBool, SetBuffer, SetMatrix, SetMatrixArray, SetVector, SetVectorArray., RenderTexture.enableRandomWrite, RenderTextureSubElement.

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